Fallout 4
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Infamous

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Infamous95

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  1. FireStar999
    FireStar999
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    Hey I came from your patch for mercenary pack

    which version of FO4Edit are you using? my current version cannot delete masters, they disabled that feature :/
    1. 4estGimp
      4estGimp
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      This is a bit of a necro-reply, but at least it's at the top of the thread. The short version is: Use Wrye bash to make a dummy master then FO4Edit to clean or edit the master. Here's something I found around here about 1.5 years ago:

      The required master should NOT be in your plugin list. Disable or Remove the Mod in MO2
      Open Wrye Bash
      Right Click on the Plugin that needs the removed master
      Click File -> Create Dummy Masters
      Close Wrye Bash.

      Open up FO4 Edit and load the Plugin you are working on
      Right Click -> Check for Errors
      Remove (or correct) any records with Errors
      Save the Plugin with Ctrl-S
      Right Click-> Clean Masters, then save/exit FO4 Edit
      Reopen Wyre Bash, Right click on the File Header, and select Remove Dummy Masters

      In MO2 I just deleted the Dummy master from the overwrite folder rather than doing the last step.
  2. DankRafft
    DankRafft
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    Merge Plugins is outdated. It got super superseded by zEdit by the same author. zEdit is similar to xEdit but also includes zMerge. Here's a comparison between the two: https://z-edit.github.io/#/docs?t=Overview%2FMerge_Plugins_Comparison
    1. Infamous95
      Infamous95
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      I'll change the description
  3. help137
    help137
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    Definitely interested. If I can make a request/suggestion, a tutorial for how to add a legendary item to a different vendor than the one who normally sells it would be great. :)

    -K
    1. Infamous95
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      Sounds easy enough. I'll see what I can do.

      Update: I looked into this. A bit more advanced than I figured. I found out that special weapons the ones that are a copy paste of normal weapons don't actually have weapon records for them. I dug deeper and found they are leveled lists with the normal weapon and an overridden name (Thanks Bethesda). These leveled lists have a quest aka are scripted then that quest is assigned to a vendor inventory chest. The only vendor script I can find is the one for all the special weapons. I think you need to make a custom script to do this and scripts are not something I know how to do. I could be wrong though.
    2. help137
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      Unfortunately, that lines up with what little I've been able to find out. My goal is to add the Legendary Marine Recon armor pieces normally sold by the Children of Atom to another vendor on Far Harbor for those who prefer to blow the CoA into their component molecules. :) Looking through a mod that adds a set of matching legs to the game I can see a reference to a vendor chest, but I've searched the Far Harbor esm file with FO4edit and I can't even find the vendor chests for the other vendors...
    3. Infamous95
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      So Im looking into that right now and this is the first time I've looked at quests. I noticed its in sections called "Structs" this armor is in 14. At the end of the struct there is a vendor location. Im going to test switching that location to acadia and see if that works. Will get back to you.

      Update: I changed a few things in the quest like the vendor location reference and a few other things I thought might do it and I got nothing not even an error. I'm totally lost on this. If your looking for the vendor chest its located in containers thats where I got stuck originally. If you ever figure this out I would be interested in knowing how to do this so I can write a tutorial on it.
    4. DankRafft
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      The stuff a vendor sells is located in a container record. That container gets referenced by the NPC's record. Some of the contents of the container are directly added to the container via reference of an item or leveled list. Some others are injected via script. The script is stored and executed in a quest. Structs are similar to arrays, in holding more values than just a single variable. When it comes to vendor item injection those container references (location) are usually stored in QuestAliases. If you want to change the vendor getting the item you have to change that alias.
      The reason why you probably didn't see a change or an error is that most of these quests and script are executed only once when starting a new game or when certain conditions (like quest progression) are met. After that, the injection values are stored in the savegame and can't be returned to the previous state unless you delete or revert those states with another Papyrus script. This was done to prevent conflicts with other plugins. You see this kind of implementation mostly with DLC records/items and vanilla equipment that was changed/added later on when the game was already released.
      Some mods do the same kind of thing because from a mechanical perspective it's superior to "hardcoding" references directly into the vanilla records. But it's way more complicated to make changes to it.
  4. BlackRelic27
    BlackRelic27
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    Thank you, I used the AWKCR/AE tutorial to remove the dependencies from Rad Ban Eyewear. So far so good!
  5. ksjayhawks
    ksjayhawks
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    This is so helpful, thanks for taking the time to put it together!
  6. fastburn3d
    fastburn3d
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    Thank you for doing this! Hope you get the time to do more!
    1. Infamous95
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      I work 5 days a week on night shift but I have time on weekends and will be doing more for sure
  7. Whatever246
    Whatever246
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    nice, I see lots of replacement questions (example : can you replace this game armor x for a mod armor or can you replace this outfit x for a mod outfit )
    1. Infamous95
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      Currently working on a personal armor pack so that should be no problem to do!
  8. jimmygitto
    jimmygitto
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    Great stuff, I really like the idea and the willingness to help. I have been wanting to help with something like this since I first started struggling to learn to mod also, it is just hard for me time-wise. I would be happy to help you with this any way I could.
    I did a similar quick tutorial on this subject with a few images in a sticky post on the comments tab of my visible weapons mod page - Wasteland Tactical: Visible Weapons on Packs. I did it because I knew people would want to deconflict armors from other mods. Feel free to add/use those images/text here any way you like, if you want. And if there is anything going forward I can help with let me know.
    Thanks for being willing to add to the pool of knowledge and the spirit of cooperation here, it is really great.
    1. Infamous95
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      I feel the same way it took me about a month to get a hang of it and then of course you get stuck on minor things because theres no basic tutorials out there. Mine needs a little more work since I made it quickly this morning so I'll definitely check it out. I'll keep you in mind theres definitly alot of stuff I haven't tried yet!